33,286 Commits over 4,109 Days - 0.34cph!
Increased directional light initial shadow bias to address flat surfaces
Fixed shaders other than terrain not getting adaptive shadow bias
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Eating raw fish no longer makes the player puke
Switched EAC launcher to the new minimal official one (easier to debug for them, less fucking around for us)
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tweaked walk/jog animations
added 3rd person waterbucket animations
added 3rd person camera animation
updated weapon override controllers
Improved adaptive shadow bias to scale according to texel-to-world ratio instead of distance
Touched all relevant shaders
Fixed flashlight attachment showing gun shadow all over the place
EAC launcher fixes (needs x86 lib)
Enabled grass shadow casting by default (gfx menu toggle soon)
Added custom shadow path to foliage shader
Added foliage shader ability to override shadow bias, shadow intensity and shadow alpha LOD bias
Tweaked overgrowth material
Cherry picked foundation shadow mesh fix
Reduced memory usage by freeing the world serialization cache after loading the map
Addedd watermap memory usage to world info text
Fixed some problems when repeatedly connecting to the same server in one session
Cherry picked overgrowth material tweaks
Disabled foliage intensity until we have proper filtering for spot and cube shadows
Entity parenting overhaul (this most likely breaks everything)
adjusting spine blending values to look more natural when running
Added penumbra shadows for spot and point lights (toggle incoming)
Re-enabled shadow intensity with new custom, alu only dither
Changed material propery order and control for foliage shadow intensity
Cherry picked grass changes
Added penumbra shadows for sun/moon light (broke cascade blending)
Small tweak to directional penumbra, more softness at base
Adjusted searchlight and heli light shadow radius
increased size of chair prevent building /deploy volume vertically
nre fix in NearMountPoint
sound NRE fix
re-added player y position smoothing
Disabled blocker search early out in directional pcss due to artifacts
Disabled penumbra shadow filter noise to help with flickering
Save entity position relative to parent entity
Fixed invisible locks on server restart
Slight refactor to deferred shadows to allow penumbra toggle
Added graphics.shadowquality convar; 0=low/hard, 1=med/soft, 2=high/soft+penumbra (default because it's 2017)
Nuked unnecessary files
Penumbra toggle on point and spot shadows
Fixed issue with graphics settings and custom screen space shadows
Fixed thrown weapons and arrows disappearing on impact when hitting entities
Fixed checksum mismatch always clearing world cache on certain platforms
Removed temporary savegame fix for staging servers
Network++
Added grass material for grass spawns w/ lower shadow intensity
Restored original overgrowth material to 1.0 shadow intensity
Added Shadow Quality slider to Graphics menu
Defaulted shadow quality to 1 (previous default) due to potential perf impact on rec. spec hw
Fixed penumbra shadows not clearing all overhead when shadow quality below 2
NRE Fix
better exploit attempt logging
BasePlayer.MaxVelocity takes mount velocity into account
Eye verification distance checks take BasePlayer.MaxVelocity into account
Unified eye verification checks to eliminate duplicate code
Error message typo fix ("Trying to to child" -> "Trying to parent to child")
sitting in chair provides 100% comfort
Fixed missing shadows in shadow quality < 2
Fixed penumbra shadows not reset when switching quality
VehicleMovement hits triggers
Better adjustment to ground when on a navmesh link.
Stop freezing when stuck on an invalid navmesh link.